HDHQ - Textures/Lighting/Environment

As of A17, HDHQ core and Extended have been rolled into one singular mod. it is now more than just textures, so as such I will be calling it HDHQ overhaul from here forward.

As this has been such a long project I have spoken to many people over the course of it. Instead of listing people and risking forgetting someone I'll say this.
If Ive spoken to you about anything unity/7days over the last few months, I thank you. For being there to bounce things off, or your advice. Thanks.

Available in 2K and 4KFor A17 I redid all the terrain textures as necessary to bring into line with the new art work the TFP have created. I feel Ive achieved a much closer tie to the vanilla textures this time around.

Other changes include Water and Grasses.

More changes will be following soon.

I currently still can not get access to the block textures. All block textures are vanilla and will remain so until I have time to rebuild the array (lots of work) or TFP provides a way to sideload

Redone Lighting
Better Reflections
Seamless Biome Transitions
Improved StealthThe lighting for A17 has been reworked. A great deal of time has been spent to attempt to maintain a global style and colour palette while keeping individual biomes and weather distinct.

The differences between Reflections on and off have been minimised.

The world is now much more vibrant, saturated, contrasted.

The Lighting now matters more. Direction and intensity all matter.

Biomes Seamless Transition between each other as you move through the world. This is particularly great for RWG worlds.

Clear nights have moonlight which is clean and bright. Cloudy nights have a muted moonlight. Rain and Snowfall nights have zero moonlight.
As each weather state and its intensity transitions your stealth meter will decrease. Because of the way lighting works in vanilla, the opposite is true.

Reflections also get a boost from the new lighting. As such you can turn some settings down if you run reflections and still have better quality than vanilla (imo).

You will be able toREMOVE YOUR RESHADE PROFILES you may have applied, only needing to keep it for Sharpness or AA injections.

Further to reflections. These and certain vanilla block textures in combination will/can [again machine dependant] cause severe fps loss spikes around buildings. My only advice is to run with reflections off until it is fixed, or I get access to block textures.

Real Forests
Biome Overhaul Packs

Real forests are finally here!
To achieve this I had to leverage new features of 2018.2 as well as make all new vegetation for all biomes.
I have released these as BIOME OVERHAUL MODLETS - 2 Separate packs to date.

Exploration is now more important than before. You will need to get above the canopy in forest areas to scout locations, landmarks and other players bases. Its possible to get turned around in the forest. Making roads, runways and other thoroughfares will be key to faster travelling.

You can hide in the trees from vultures, unless they find a path to you...

The density of the forest however, will work against you in PVP. Clearing space to build will reveal your location to other players who are scouting from mountain tops or gyro's. The trees provide cover to attackers who seek your loot.

BASELINE BIOME OVERHAUL PACK

I have made these trees very low poly for a starting baseline to guage performance across machines.

10x lighter than vanilla trees. I can render 10+ trees for every vanilla tree.

You should have a higher average framerate. In some scenarios I gained as much as 30fps at the same resolution and settings. [very much situation and machine dependant]

REDUX BIOME OVERHAUL PACK

These trees are 2 - 3x higher tri count than the Baseline Biome Pack.

A Vanilla Redux - Snow, Pine, Burnt Pine, Desert, Wasteland

Several variations of trees across biomes.

Zero Pop Trees - You will only see shadow draw based on your distance setting in options

You should still have a higher average framerate with this pack.

New Biome Particle Effects
Forest, Burnt, WastelandNew Lighting means new chances. This little modlet introduces new Biome particle effects to the world.
Burnt biome and wasteland biomes have different appearances between day, twilight and night. Making for more varied and interesting visuals.

Falling Leaves in the Pine Forest

Rising Smouldering Smoke in the Burnt Forest

Radiated Wasteland Fog in the Wasteland

New Models for Wild PlantsThis Modlet introduces new models into the game for wild growing plants.

Goldenrod

Chrysanthemum

Cotton

Last edited by DUST2DEATH; 01-21-2019 at 03:26 AM.
Reason: moved thanks to top of post

Im not a fan of the gun tints so for now, as a start I have included 12 new materials for each of the guns. Ive taken extra care to balance these between reflections on and off. These are whole materials. More refined gun skins will be appearing in the future.

Anodized Blue

Anodized Cyan

Anodized Green

Anodized Magenta

Anodized Red

Gold

Silver

Jade

Desert Camo

Digital Camo

Jungle Armor

Winter Armor

7 Days to Die Mod Launcher
NexusMods
Gitlab

You can download the Main Packs and Modlets from the following locations.

Modification permission
You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator

Asset use permission
You must get permission from me before you are allowed to use any of the assets in this file
[This means assets individually, seperately from the bundle, extracted with UABE or other tools]

Asset use permission in mods/files that are being sold
You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

I would love to include this as an optional extra in FennecMod, if you are happy for other mod creators to incorporate your mod into theirs once released Is this using any SDX stuff or are you purely doing texture and DLL edits for the new assets in Extended?

The core of the mod is just texture changes in the main asset files so it should "just drop in" to most other mods unless you have edited the resources/block/terrain bundles yourself.

Extended only needs the SDX hook to load the unity bundles. No other Dll edits or scripts at this stage.

The Assets in Extended are heavily optimized, maybe Ive been a bit heavy handed at the moment. ( I really wanted forest(s) ).
Depending on how extensive a mod is (number of blocks added), there may or may not be enough id's currently for both together. Dont know yet.

Shouldnt be an issue in A17 however.
If what Im hearing on the grapevine about A17 is also correct then I will also have more room for increased resolution in places that I cant currently, but I wont know until I get my hands on it.

I dont think there will be any problems with other mod creators building on top/incorporating the textures/assets into their mods..